ebiten/shader_test.go
2024-04-14 11:19:10 +02:00

2750 lines
58 KiB
Go

// Copyright 2020 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package ebiten_test
import (
"fmt"
"image"
"image/color"
"math"
"testing"
"github.com/hajimehoshi/ebiten/v2"
)
func TestShaderFill(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(1, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w/2, h/2, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xff, A: 0xff}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderFillWithDrawImage(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(1, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
src := ebiten.NewImage(w/2, h/2)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w/2, h/2, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xff, A: 0xff}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2525
func TestShaderWithDrawImageDoesNotWreckTextureUnits(t *testing.T) {
const w, h = 16, 16
rect := image.Rectangle{Max: image.Point{X: w, Y: h}}
dst := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return imageSrc0At(srcPos)
}
`))
if err != nil {
t.Fatal(err)
}
src0 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
src0.Fill(color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff})
src1 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
src1.Fill(color.RGBA{R: 0xff, A: 0xff})
op := &ebiten.DrawRectShaderOptions{}
op.CompositeMode = ebiten.CompositeModeCopy
op.Images[0] = src0
op.Images[1] = src1
dst.DrawRectShader(w, h, s, op)
op.Images[0] = src1
op.Images[1] = nil
dst.DrawRectShader(w, h, s, op) // dst should now be identical to src1.
// With issue #2525, instead, GL_TEXTURE0 is active but with src0 bound
// while binding src1 gets skipped!
// This means that src0, not src1, got copied to dst.
// Demonstrate the bug with a write to src1, which will actually end up on src0.
// Validated later.
var buf []byte
for i := 0; i < w*h; i++ {
buf = append(buf, 2, 5, 2, 5)
}
src1.WritePixels(buf)
// Verify that src1 was copied to dst.
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, A: 0xff}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
// Fix up texture unit assignment by binding a different texture.
op.Images[0] = src1
dst.DrawRectShader(w, h, s, op)
op.Images[0] = src0
dst.DrawRectShader(w, h, s, op)
// Verify that src0 was copied to dst and not overwritten above.
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderFillWithDrawTriangles(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(1, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
src := ebiten.NewImage(w/2, h/2)
op := &ebiten.DrawTrianglesShaderOptions{}
op.Images[0] = src
vs := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
SrcX: 0,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w,
DstY: 0,
SrcX: w / 2,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 0,
DstY: h,
SrcX: 0,
SrcY: h / 2,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w,
DstY: h,
SrcX: w / 2,
SrcY: h / 2,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
dst.DrawTrianglesShader(vs, is, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, A: 0xff}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderFunction(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func clr(red float) (float, float, float, float) {
return red, 0, 0, 1
}
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(clr(1))
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, A: 0xff}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUninitializedUniformVariables(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var U vec4
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return U
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderMatrix(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
var a, b mat4
a[0] = vec4(0.125, 0.0625, 0.0625, 0.0625)
a[1] = vec4(0.25, 0.25, 0.0625, 0.1875)
a[2] = vec4(0.1875, 0.125, 0.25, 0.25)
a[3] = vec4(0.0625, 0.1875, 0.125, 0.25)
b[0] = vec4(0.0625, 0.125, 0.0625, 0.125)
b[1] = vec4(0.125, 0.1875, 0.25, 0.0625)
b[2] = vec4(0.125, 0.125, 0.1875, 0.1875)
b[3] = vec4(0.25, 0.0625, 0.125, 0.0625)
return vec4((a * b * vec4(1, 1, 1, 1)).xyz, 1)
}
`))
if err != nil {
t.Fatal(err)
}
src := ebiten.NewImage(w, h)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 87, G: 82, B: 71, A: 255}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderSubImage(t *testing.T) {
const w, h = 16, 16
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
r := imageSrc0At(srcPos).r
g := imageSrc1At(srcPos).g
return vec4(r, g, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
src0 := ebiten.NewImage(w, h)
pix0 := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if 2 <= i && i < 10 && 3 <= j && j < 11 {
pix0[4*(j*w+i)] = 0xff
pix0[4*(j*w+i)+1] = 0
pix0[4*(j*w+i)+2] = 0
pix0[4*(j*w+i)+3] = 0xff
}
}
}
src0.WritePixels(pix0)
src0 = src0.SubImage(image.Rect(2, 3, 10, 11)).(*ebiten.Image)
src1 := ebiten.NewImage(w, h)
pix1 := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if 6 <= i && i < 14 && 8 <= j && j < 16 {
pix1[4*(j*w+i)] = 0
pix1[4*(j*w+i)+1] = 0xff
pix1[4*(j*w+i)+2] = 0
pix1[4*(j*w+i)+3] = 0xff
}
}
}
src1.WritePixels(pix1)
src1 = src1.SubImage(image.Rect(6, 8, 14, 16)).(*ebiten.Image)
testPixels := func(testname string, dst *ebiten.Image) {
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xff, G: 0xff, A: 0xff}
}
if got != want {
t.Errorf("%s dst.At(%d, %d): got: %v, want: %v", testname, i, j, got, want)
}
}
}
}
t.Run("DrawRectShader", func(t *testing.T) {
dst := ebiten.NewImage(w, h)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawRectShader(w/2, h/2, s, op)
testPixels("DrawRectShader", dst)
})
t.Run("DrawTrianglesShader", func(t *testing.T) {
dst := ebiten.NewImage(w, h)
vs := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
SrcX: 2,
SrcY: 3,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w / 2,
DstY: 0,
SrcX: 10,
SrcY: 3,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 0,
DstY: h / 2,
SrcX: 2,
SrcY: 11,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w / 2,
DstY: h / 2,
SrcX: 10,
SrcY: 11,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
op := &ebiten.DrawTrianglesShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawTrianglesShader(vs, is, s, op)
testPixels("DrawTrianglesShader", dst)
})
}
// Issue #1404
func TestShaderDerivatives(t *testing.T) {
t.Skip("the results of dfdx, dfdy, and fwidth are indeterministic (#2583)")
const w, h = 16, 16
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
p := imageSrc0At(srcPos)
return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst := ebiten.NewImage(w, h)
src := ebiten.NewImage(w, h)
pix := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if i < w/2 {
pix[4*(j*w+i)] = 0xff
}
if j < h/2 {
pix[4*(j*w+i)+1] = 0xff
}
pix[4*(j*w+i)+3] = 0xff
}
}
src.WritePixels(pix)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
// The results of the edges might be unreliable. Skip the edges.
for j := 1; j < h-1; j++ {
for i := 1; i < w-1; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{A: 0xff}
if i == w/2-1 || i == w/2 {
want.R = 0xff
}
if j == h/2-1 || j == h/2 {
want.G = 0xff
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #1701
func TestShaderDerivatives2(t *testing.T) {
t.Skip("the results of dfdx, dfdy, and fwidth are indeterministic (#2583)")
const w, h = 16, 16
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
// This function uses dfdx and then should not be in GLSL's vertex shader (#1701).
func Foo(p vec4) vec4 {
return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
}
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
p := imageSrc0At(srcPos)
return Foo(p)
}
`))
if err != nil {
t.Fatal(err)
}
dst := ebiten.NewImage(w, h)
src := ebiten.NewImage(w, h)
pix := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if i < w/2 {
pix[4*(j*w+i)] = 0xff
}
if j < h/2 {
pix[4*(j*w+i)+1] = 0xff
}
pix[4*(j*w+i)+3] = 0xff
}
}
src.WritePixels(pix)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
// The results of the edges might be unreliable. Skip the edges.
for j := 1; j < h-1; j++ {
for i := 1; i < w-1; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{A: 0xff}
if i == w/2-1 || i == w/2 {
want.R = 0xff
}
if j == h/2-1 || j == h/2 {
want.G = 0xff
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #1754
func TestShaderUniformFirstElement(t *testing.T) {
shaders := []struct {
Name string
Shader string
Uniforms map[string]any
}{
{
Name: "float array",
Shader: `//kage:unit pixels
package main
var C [2]float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(C[0], 1, 1, 1)
}`,
Uniforms: map[string]any{
"C": []float32{1, 1},
},
},
{
Name: "float one-element array",
Shader: `//kage:unit pixels
package main
var C [1]float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(C[0], 1, 1, 1)
}`,
Uniforms: map[string]any{
"C": []float32{1},
},
},
{
Name: "matrix array",
Shader: `//kage:unit pixels
package main
var C [2]mat2
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(C[0][0][0], 1, 1, 1)
}`,
Uniforms: map[string]any{
"C": []float32{1, 0, 0, 0, 0, 0, 0, 0},
},
},
}
for _, shader := range shaders {
shader := shader
t.Run(shader.Name, func(t *testing.T) {
const w, h = 1, 1
dst := ebiten.NewImage(w, h)
defer dst.Deallocate()
s, err := ebiten.NewShader([]byte(shader.Shader))
if err != nil {
t.Fatal(err)
}
defer s.Deallocate()
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = shader.Uniforms
dst.DrawRectShader(w, h, s, op)
if got, want := dst.At(0, 0), (color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}); got != want {
t.Errorf("got: %v, want: %v", got, want)
}
})
}
}
// Issue #2006
func TestShaderFuncMod(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
r := mod(-0.25, 1.0)
return vec4(r, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w/2, h/2, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xc0, A: 0xff}
}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderMatrixInitialize(t *testing.T) {
const w, h = 16, 16
src := ebiten.NewImage(w, h)
src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return mat4(2) * imageSrc0At(srcPos);
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x20, G: 0x40, B: 0x60, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2029
func TestShaderModVectorAndFloat(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
r := mod(vec3(0.25, 0.5, 0.75), 0.5)
return vec4(r, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x40, B: 0x40, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderTextureAt(t *testing.T) {
const w, h = 16, 16
src := ebiten.NewImage(w, h)
src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func textureAt(uv vec2) vec4 {
return imageSrc0UnsafeAt(uv)
}
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return textureAt(srcPos)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderAtan2(t *testing.T) {
const w, h = 16, 16
src := ebiten.NewImage(w, h)
src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
y := vec4(1, 1, 1, 1)
x := vec4(1, 1, 1, 1)
return atan2(y, x)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
v := byte(math.Floor(0xff * math.Pi / 4))
want := color.RGBA{R: v, G: v, B: v, A: v}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix2(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat2 mat2
var F float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(F * Mat2 * vec2(1), 1, 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat2": []float32{
1.0 / 256.0, 2.0 / 256.0,
3.0 / 256.0, 4.0 / 256.0,
},
"F": float32(2),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 8, G: 12, B: 0xff, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix2Array(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat2 [2]mat2
var F float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(F * Mat2[0] * Mat2[1] * vec2(1), 1, 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat2": []float32{
1.0 / 256.0, 2.0 / 256.0,
3.0 / 256.0, 4.0 / 256.0,
5.0 / 256.0, 6.0 / 256.0,
7.0 / 256.0, 8.0 / 256.0,
},
"F": float32(256),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 54, G: 80, B: 0xff, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix3(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat3 mat3
var F float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(F * Mat3 * vec3(1), 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat3": []float32{
1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0,
4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0,
7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0,
},
"F": float32(2),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 24, G: 30, B: 36, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix3Array(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat3 [2]mat3
var F float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(F * Mat3[0] * Mat3[1] * vec3(1), 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat3": []float32{
1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0,
4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0,
7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0,
10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0,
16.0 / 256.0, 17.0 / 256.0, 18.0 / 256.0,
},
"F": float32(3),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 6, G: 8, B: 9, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix4(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat4 mat4
var F float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return F * Mat4 * vec4(1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat4": []float32{
1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0,
5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0,
9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0,
},
"F": float32(4),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 112, G: 128, B: 143, A: 159}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix4Array(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat4 [2]mat4
var F float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return F * Mat4[0] * Mat4[1] * vec4(1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat4": []float32{
1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0,
5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0,
9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0,
17.0 / 256.0, 18.0 / 256.0, 19.0 / 256.0, 20.0 / 256.0,
21.0 / 256.0, 22.0 / 256.0, 23.0 / 256.0, 24.0 / 256.0,
25.0 / 256.0, 26.0 / 256.0, 27.0 / 256.0, 28.0 / 256.0,
29.0 / 256.0, 30.0 / 256.0, 31.0 / 256.0, 32.0 / 256.0,
},
"F": float32(4),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 44, G: 50, B: 56, A: 62}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderOptionsNegativeBounds(t *testing.T) {
const w, h = 16, 16
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
r := imageSrc0At(srcPos).r
g := imageSrc1At(srcPos).g
return vec4(r, g, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
const offset0 = -4
src0 := ebiten.NewImageWithOptions(image.Rect(offset0, offset0, w+offset0, h+offset0), nil)
pix0 := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if 2 <= i && i < 10 && 3 <= j && j < 11 {
pix0[4*(j*w+i)] = 0xff
pix0[4*(j*w+i)+1] = 0
pix0[4*(j*w+i)+2] = 0
pix0[4*(j*w+i)+3] = 0xff
}
}
}
src0.WritePixels(pix0)
src0 = src0.SubImage(image.Rect(2+offset0, 3+offset0, 10+offset0, 11+offset0)).(*ebiten.Image)
const offset1 = -6
src1 := ebiten.NewImageWithOptions(image.Rect(offset1, offset1, w+offset1, h+offset1), nil)
pix1 := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if 6 <= i && i < 14 && 8 <= j && j < 16 {
pix1[4*(j*w+i)] = 0
pix1[4*(j*w+i)+1] = 0xff
pix1[4*(j*w+i)+2] = 0
pix1[4*(j*w+i)+3] = 0xff
}
}
}
src1.WritePixels(pix1)
src1 = src1.SubImage(image.Rect(6+offset1, 8+offset1, 14+offset1, 16+offset1)).(*ebiten.Image)
const offset2 = -2
testPixels := func(testname string, dst *ebiten.Image) {
for j := offset2; j < h+offset2; j++ {
for i := offset2; i < w+offset2; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if 0 <= i && i < w/2 && 0 <= j && j < h/2 {
want = color.RGBA{R: 0xff, G: 0xff, A: 0xff}
}
if got != want {
t.Errorf("%s dst.At(%d, %d): got: %v, want: %v", testname, i, j, got, want)
}
}
}
}
t.Run("DrawRectShader", func(t *testing.T) {
dst := ebiten.NewImageWithOptions(image.Rect(offset2, offset2, w+offset2, h+offset2), nil)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawRectShader(w/2, h/2, s, op)
testPixels("DrawRectShader", dst)
})
t.Run("DrawTrianglesShader", func(t *testing.T) {
dst := ebiten.NewImageWithOptions(image.Rect(offset2, offset2, w+offset2, h+offset2), nil)
vs := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
SrcX: 2 + offset0,
SrcY: 3 + offset0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w / 2,
DstY: 0,
SrcX: 10 + offset0,
SrcY: 3 + offset0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 0,
DstY: h / 2,
SrcX: 2 + offset0,
SrcY: 11 + offset0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w / 2,
DstY: h / 2,
SrcX: 10 + offset0,
SrcY: 11 + offset0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
op := &ebiten.DrawTrianglesShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawTrianglesShader(vs, is, s, op)
testPixels("DrawTrianglesShader", dst)
})
}
// Issue #2186
func TestShaderVectorEqual(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
a := vec3(1)
b := vec3(1)
if a == b {
return vec4(1, 0, 0, 1)
} else {
return vec4(0, 1, 0, 1)
}
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #1969
func TestShaderDiscard(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
dst.Fill(color.RGBA{R: 0xff, A: 0xff})
src := ebiten.NewImage(w, h)
pix := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if i >= w/2 || j >= h/2 {
continue
}
pix[4*(j*w+i)+3] = 0xff
}
}
src.WritePixels(pix)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
p := imageSrc0At(srcPos)
if p.a == 0 {
discard()
} else {
return vec4(0, 1, 0, 1)
}
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{G: 0xff, A: 0xff}
if i >= w/2 || j >= h/2 {
want = color.RGBA{R: 0xff, A: 0xff}
}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2245, #2247
func TestShaderDrawRect(t *testing.T) {
const (
dstW = 16
dstH = 16
srcW = 8
srcH = 8
)
dst := ebiten.NewImage(dstW, dstH)
src := ebiten.NewImage(srcW, srcH)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
// Adjust srcPos into [0, 1].
srcPos -= imageSrc0Origin()
srcPos /= imageSrc0Size()
if srcPos.x >= 0.5 && srcPos.y >= 0.5 {
return vec4(1, 0, 0, 1)
}
return vec4(0, 1, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
const (
offsetX = (dstW - srcW) / 2
offsetY = (dstH - srcH) / 2
)
op := &ebiten.DrawRectShaderOptions{}
op.GeoM.Translate(offsetX, offsetY)
op.Images[0] = src
dst.DrawRectShader(srcW, srcH, s, op)
for j := 0; j < dstH; j++ {
for i := 0; i < dstW; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH {
if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j {
want = color.RGBA{R: 0xff, A: 0xff}
} else {
want = color.RGBA{G: 0xff, A: 0xff}
}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderDrawRectColorScale(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return color
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.ColorScale.SetR(4.0 / 8.0)
op.ColorScale.SetG(5.0 / 8.0)
op.ColorScale.SetB(6.0 / 8.0)
op.ColorScale.SetA(7.0 / 8.0)
op.ColorScale.ScaleWithColor(color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff})
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x20, G: 0x50, B: 0x90, A: 0xe0}
if !sameColors(got, want, 1) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformInt(t *testing.T) {
const ints = `//kage:unit pixels
package main
var U0 int
var U1 int
var U2 int
var U3 int
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(float(U0)/255.0, float(U1)/255.0, float(U2)/255.0, float(U3)/255.0)
}
`
const intArray = `//kage:unit pixels
package main
var U [4]int
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(float(U[0])/255.0, float(U[1])/255.0, float(U[2])/255.0, float(U[3])/255.0)
}
`
const intVec = `//kage:unit pixels
package main
var U0 ivec4
var U1 [2]ivec3
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(float(U0.x)/255.0, float(U0.y)/255.0, float(U1[0].z)/255.0, float(U1[1].x)/255.0)
}
`
testCases := []struct {
Name string
Uniforms map[string]any
Shader string
Want color.RGBA
}{
{
Name: "0xff",
Uniforms: map[string]any{
"U0": 0xff,
"U1": 0xff,
"U2": 0xff,
"U3": 0xff,
},
Shader: ints,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int",
Uniforms: map[string]any{
"U0": int8(0x24),
"U1": int16(0x3f),
"U2": int32(0x6a),
"U3": int64(0x88),
},
Shader: ints,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
Name: "uint",
Uniforms: map[string]any{
"U0": uint8(0x85),
"U1": uint16(0xa3),
"U2": uint32(0x08),
"U3": uint64(0xd3),
},
Shader: ints,
Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
},
{
Name: "0xff,slice",
Uniforms: map[string]any{
"U": []int{0xff, 0xff, 0xff, 0xff},
},
Shader: intArray,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int,slice",
Uniforms: map[string]any{
"U": []int16{0x24, 0x3f, 0x6a, 0x88},
},
Shader: intArray,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
Name: "uint,slice",
Uniforms: map[string]any{
"U": []uint8{0x85, 0xa3, 0x08, 0xd3},
},
Shader: intArray,
Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
},
{
Name: "0xff,array",
Uniforms: map[string]any{
"U": [...]int{0xff, 0xff, 0xff, 0xff},
},
Shader: intArray,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int,array",
Uniforms: map[string]any{
"U": [...]int16{0x24, 0x3f, 0x6a, 0x88},
},
Shader: intArray,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
Name: "uint,array",
Uniforms: map[string]any{
"U": [...]uint8{0x85, 0xa3, 0x08, 0xd3},
},
Shader: intArray,
Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
},
{
Name: "0xff,array",
Uniforms: map[string]any{
"U": [...]int{0xff, 0xff, 0xff, 0xff},
},
Shader: intArray,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int,array",
Uniforms: map[string]any{
"U": [...]int16{0x24, 0x3f, 0x6a, 0x88},
},
Shader: intArray,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
Name: "uint,array",
Uniforms: map[string]any{
"U": [...]uint8{0x85, 0xa3, 0x08, 0xd3},
},
Shader: intArray,
Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
},
{
Name: "0xff,ivec",
Uniforms: map[string]any{
"U0": [...]int{0xff, 0xff, 0xff, 0xff},
"U1": [...]int{0xff, 0xff, 0xff, 0xff, 0xff, 0xff},
},
Shader: intVec,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int,ivec",
Uniforms: map[string]any{
"U0": [...]int16{0x24, 0x3f, 0x6a, 0x88},
"U1": [...]int16{0x85, 0xa3, 0x08, 0xd3, 0x13, 0x19},
},
Shader: intVec,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x08, A: 0xd3},
},
{
Name: "uint,ivec",
Uniforms: map[string]any{
"U0": [...]uint8{0x24, 0x3f, 0x6a, 0x88},
"U1": [...]uint8{0x85, 0xa3, 0x08, 0xd3, 0x13, 0x19},
},
Shader: intVec,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x08, A: 0xd3},
},
}
for _, tc := range testCases {
tc := tc
t.Run(tc.Name, func(t *testing.T) {
const w, h = 1, 1
dst := ebiten.NewImage(w, h)
defer dst.Deallocate()
s, err := ebiten.NewShader([]byte(tc.Shader))
if err != nil {
t.Fatal(err)
}
defer s.Deallocate()
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = tc.Uniforms
dst.DrawRectShader(w, h, s, op)
if got, want := dst.At(0, 0).(color.RGBA), tc.Want; !sameColors(got, want, 1) {
t.Errorf("got: %v, want: %v", got, want)
}
})
}
}
// Issue #2463
func TestShaderUniformVec3Array(t *testing.T) {
const shader = `//kage:unit pixels
package main
var U [4]vec3
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(U[0].x/255.0, U[1].y/255.0, U[2].z/255.0, U[3].x/255.0)
}
`
const w, h = 1, 1
dst := ebiten.NewImage(w, h)
defer dst.Deallocate()
s, err := ebiten.NewShader([]byte(shader))
if err != nil {
t.Fatal(err)
}
defer s.Deallocate()
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"U": []float32{
0x24, 0x3f, 0x6a,
0x88, 0x85, 0xa3,
0x08, 0xd3, 0x13,
0x19, 0x8a, 0x2e,
},
}
dst.DrawRectShader(w, h, s, op)
if got, want := dst.At(0, 0).(color.RGBA), (color.RGBA{R: 0x24, G: 0x85, B: 0x13, A: 0x19}); !sameColors(got, want, 1) {
t.Errorf("got: %v, want: %v", got, want)
}
}
func TestShaderIVecMod(t *testing.T) {
cases := []struct {
source string
want color.RGBA
}{
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
return vec4(a)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
a %= 0x85
return vec4(a)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x03},
},
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
a %= ivec4(0x85, 0xa3, 0x08, 0xd3)
return vec4(a)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x02, A: 0x88},
},
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
b := a % 0x85
return vec4(b)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x03},
},
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
b := a % ivec4(0x85, 0xa3, 0x08, 0xd3)
return vec4(b)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x02, A: 0x88},
},
}
for _, tc := range cases {
shader := fmt.Sprintf(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
%s
}
`, tc.source)
const w, h = 1, 1
dst := ebiten.NewImage(w, h)
defer dst.Deallocate()
s, err := ebiten.NewShader([]byte(shader))
if err != nil {
t.Fatal(err)
}
defer s.Deallocate()
op := &ebiten.DrawRectShaderOptions{}
dst.DrawRectShader(w, h, s, op)
if got, want := dst.At(0, 0).(color.RGBA), tc.want; !sameColors(got, want, 1) {
t.Errorf("%s: got: %v, want: %v", tc.source, got, want)
}
}
}
func TestShaderTexelAndPixel(t *testing.T) {
const dstW, dstH = 13, 17
const srcW, srcH = 19, 23
dstTexel := ebiten.NewImage(dstW, dstH)
dstPixel := ebiten.NewImage(dstW, dstH)
src := ebiten.NewImage(srcW, srcH)
shaderTexel, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit texels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
pos := (srcPos - imageSrc0Origin()) / imageSrc0Size()
pos *= vec2(%d, %d)
pos /= 255
return vec4(pos.x, pos.y, 0, 1)
}
`, srcW, srcH)))
if err != nil {
t.Fatal(err)
}
shaderPixel, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
pos := srcPos - imageSrc0Origin()
pos /= 255
return vec4(pos.x, pos.y, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dstTexel.DrawRectShader(src.Bounds().Dx(), src.Bounds().Dy(), shaderTexel, op)
dstPixel.DrawRectShader(src.Bounds().Dx(), src.Bounds().Dy(), shaderPixel, op)
for j := 0; j < dstH; j++ {
for i := 0; i < dstW; i++ {
c0 := dstTexel.At(i, j).(color.RGBA)
c1 := dstPixel.At(i, j).(color.RGBA)
if !sameColors(c0, c1, 1) {
t.Errorf("dstTexel.At(%d, %d) %v != dstPixel.At(%d, %d) %v", i, j, c0, i, j, c1)
}
}
}
}
func TestShaderDifferentTextureSizes(t *testing.T) {
src0 := ebiten.NewImageWithOptions(image.Rect(0, 0, 20, 4000), &ebiten.NewImageOptions{
Unmanaged: true,
}).SubImage(image.Rect(4, 1025, 6, 1028)).(*ebiten.Image)
defer src0.Deallocate()
src1 := ebiten.NewImageWithOptions(image.Rect(0, 0, 4000, 20), &ebiten.NewImageOptions{
Unmanaged: true,
}).SubImage(image.Rect(2047, 7, 2049, 10)).(*ebiten.Image)
defer src1.Deallocate()
src0.Fill(color.RGBA{0x10, 0x20, 0x30, 0xff})
src1.Fill(color.RGBA{0x30, 0x20, 0x10, 0xff})
for _, unit := range []string{"texels", "pixels"} {
unit := unit
t.Run(fmt.Sprintf("unit %s", unit), func(t *testing.T) {
shader, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return imageSrc0At(srcPos) + imageSrc1At(srcPos)
}
`, unit)))
if err != nil {
t.Fatal(err)
}
defer shader.Deallocate()
dst := ebiten.NewImage(2, 3)
defer dst.Deallocate()
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawRectShader(2, 3, shader, op)
for j := 0; j < 3; j++ {
for i := 0; i < 2; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{0x40, 0x40, 0x40, 0xff}
if !sameColors(got, want, 1) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
})
}
}
func TestShaderIVec(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
src := ebiten.NewImage(w, h)
pix := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
pix[4*(j*w+i)] = byte(i)
pix[4*(j*w+i)+1] = byte(j)
pix[4*(j*w+i)+3] = 0xff
}
}
src.WritePixels(pix)
// Test that ivec2 can take any float values that can be casted to integers.
// This seems the common behavior in shading languages like GLSL, Metal, and HLSL.
shader, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
pos := ivec2(3, 4)
return imageSrc0At(vec2(pos) + imageSrc0Origin())
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, shader, op)
got := dst.At(0, 0).(color.RGBA)
want := color.RGBA{3, 4, 0, 0xff}
if got != want {
t.Errorf("got: %v, want: %v", got, want)
}
}
func TestShaderUniformSizes(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var U vec4
var V [3]float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(0)
}
`))
if err != nil {
t.Fatal(err)
}
tests := []struct {
uniforms map[string]any
err bool
}{
{
uniforms: nil,
err: false,
},
{
uniforms: map[string]any{
"U": 1,
},
err: true,
},
{
uniforms: map[string]any{
"U": "1",
},
err: true,
},
{
uniforms: map[string]any{
"U": []int32{1, 2, 3},
},
err: true,
},
{
uniforms: map[string]any{
"U": []int32{1, 2, 3, 4},
},
err: false,
},
{
uniforms: map[string]any{
"U": []int32{1, 2, 3, 4, 5},
},
err: true,
},
{
uniforms: map[string]any{
"V": 1,
},
err: true,
},
{
uniforms: map[string]any{
"V": "1",
},
err: true,
},
{
uniforms: map[string]any{
"V": []int32{1, 2},
},
err: true,
},
{
uniforms: map[string]any{
"V": []int32{1, 2, 3},
},
err: false,
},
{
uniforms: map[string]any{
"V": []int32{1, 2, 3, 4},
},
err: true,
},
}
for _, tc := range tests {
tc := tc
t.Run(fmt.Sprintf("%v", tc.uniforms), func(t *testing.T) {
defer func() {
r := recover()
if r != nil && !tc.err {
t.Errorf("DrawRectShader must not panic but did")
} else if r == nil && tc.err {
t.Errorf("DrawRectShader must panic but does not")
}
}()
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = tc.uniforms
dst.DrawRectShader(w, h, s, op)
})
}
}
// Issue #2709
func TestShaderUniformDefaultValue(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var U vec4
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return U
}
`))
if err != nil {
t.Fatal(err)
}
// Draw with a uniform variable value.
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"U": [...]float32{1, 1, 1, 1},
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{0xff, 0xff, 0xff, 0xff}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
// Draw without a uniform variable value. In this case, the uniform variable value should be 0.
dst.Clear()
op.Uniforms = nil
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{0, 0, 0, 0}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2166
func TestShaderDrawRectWithoutSource(t *testing.T) {
const (
dstW = 16
dstH = 16
srcW = 8
srcH = 8
)
src := ebiten.NewImage(srcW, srcH)
for _, unit := range []string{"pixels", "texels"} {
s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
t := srcPos
size := imageSrc0Size()
// If the unit is texels and no source images are specified, size is always 0.
if size == vec2(0) {
// Even in this case, t is in pixels (0, 0) to (8, 8).
if t.x >= 4 && t.y >= 4 {
return vec4(1, 0, 1, 1)
}
return vec4(0, 1, 1, 1)
}
// Adjust srcPos into [0, 1].
t -= imageSrc0Origin()
if size != vec2(0) {
t /= size
}
if t.x >= 0.5 && t.y >= 0.5 {
return vec4(1, 0, 0, 1)
}
return vec4(0, 1, 0, 1)
}
`, unit)))
if err != nil {
t.Fatal(err)
}
for _, withSrc := range []bool{false, true} {
withSrc := withSrc
title := "WithSrc,unit=" + unit
if !withSrc {
title = "WithoutSrc,unit=" + unit
}
t.Run(title, func(t *testing.T) {
dst := ebiten.NewImage(dstW, dstH)
const (
offsetX = (dstW - srcW) / 2
offsetY = (dstH - srcH) / 2
)
op := &ebiten.DrawRectShaderOptions{}
op.GeoM.Translate(offsetX, offsetY)
if withSrc {
op.Images[0] = src
}
dst.DrawRectShader(srcW, srcH, s, op)
for j := 0; j < dstH; j++ {
for i := 0; i < dstW; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH {
var blue byte
if !withSrc && unit == "texels" {
blue = 0xff
}
if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j {
want = color.RGBA{0xff, 0, blue, 0xff}
} else {
want = color.RGBA{0, 0xff, blue, 0xff}
}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
})
}
}
}
// Issue #2719
func TestShaderMatrixDivFloat(t *testing.T) {
const w, h = 16, 16
src := ebiten.NewImage(w, h)
src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
var x = 2.0
return mat4(3) / x * imageSrc0At(srcPos);
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x18, G: 0x30, B: 0x48, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderDifferentSourceSizes(t *testing.T) {
src0 := ebiten.NewImageWithOptions(image.Rect(0, 0, 20, 4000), &ebiten.NewImageOptions{
Unmanaged: true,
}).SubImage(image.Rect(4, 1025, 7, 1029)).(*ebiten.Image) // 3x4
defer src0.Deallocate()
src1 := ebiten.NewImageWithOptions(image.Rect(0, 0, 4000, 20), &ebiten.NewImageOptions{
Unmanaged: true,
}).SubImage(image.Rect(2047, 7, 2049, 10)).(*ebiten.Image) // 2x3
defer src1.Deallocate()
src0.Fill(color.RGBA{0x10, 0x20, 0x30, 0xff})
src1.Fill(color.RGBA{0x30, 0x20, 0x10, 0xff})
for _, unit := range []string{"texels", "pixels"} {
unit := unit
t.Run(fmt.Sprintf("unit %s", unit), func(t *testing.T) {
if unit == "texels" {
defer func() {
if r := recover(); r == nil {
t.Errorf("DrawTrianglesShader must panic with different sizes but not (unit=%s)", unit)
}
}()
}
shader, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return imageSrc0At(srcPos) + imageSrc1At(srcPos)
}
`, unit)))
if err != nil {
t.Fatal(err)
}
defer shader.Deallocate()
dst := ebiten.NewImage(3, 4)
defer dst.Deallocate()
op := &ebiten.DrawTrianglesShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
vs := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
SrcX: 4,
SrcY: 1025,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 3,
DstY: 0,
SrcX: 7,
SrcY: 1025,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 0,
DstY: 4,
SrcX: 4,
SrcY: 1029,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 3,
DstY: 4,
SrcX: 7,
SrcY: 1029,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
dst.DrawTrianglesShader(vs, is, shader, op)
if unit == "texel" {
t.Fatal("not reached")
}
for j := 0; j < 4; j++ {
for i := 0; i < 3; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < 2 && j < 3 {
want = color.RGBA{0x40, 0x40, 0x40, 0xff}
} else {
want = color.RGBA{0x10, 0x20, 0x30, 0xff}
}
if !sameColors(got, want, 1) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
})
}
}
// Issue #2752
func TestShaderBitwiseOperator(t *testing.T) {
const w, h = 16, 16
src := ebiten.NewImage(w, h)
src.Fill(color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0xff})
for _, assign := range []bool{false, true} {
assign := assign
name := "op"
if assign {
name = "op+assign"
}
t.Run(name, func(t *testing.T) {
var code string
if assign {
code = ` v.rgb &= 0x5a
v.rgb |= 0x30
v.rgb ^= 0x8d`
} else {
code = ` v.rgb = v.rgb & 0x5a
v.rgb = v.rgb | 0x30
v.rgb = v.rgb ^ 0x8d`
}
s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
v := ivec4(imageSrc0At(srcPos) * 0xff)
%s
return vec4(v) / 0xff;
}
`, code)))
if err != nil {
t.Fatal(err)
}
dst := ebiten.NewImage(w, h)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xbd, G: 0xb7, B: 0xf7, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
})
}
}
func TestShaderDispose(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(1, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w/2, h/2, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xff, A: 0xff}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
s.Dispose()
dst.Clear()
defer func() {
if e := recover(); e == nil {
panic("DrawRectShader with a disposed shader must panic but not")
}
}()
dst.DrawRectShader(w/2, h/2, s, nil)
}
func TestShaderDeallocate(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(1, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w/2, h/2, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xff, A: 0xff}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
// Even after Deallocate is called, the shader is still available.
s.Deallocate()
dst.Clear()
dst.DrawRectShader(w/2, h/2, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xff, A: 0xff}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2923
func TestShaderReturnArray(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func foo() [4]float {
return [4]float{0.25, 0.5, 0.75, 1}
}
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
a := foo()
return vec4(a[0], a[1], a[2], a[3])
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2798
func TestShaderInvalidPremultipliedAlphaColor(t *testing.T) {
// This test checks the rendering result when the shader returns an invalid premultiplied alpha color.
// The result values are kept and not clamped.
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(1, 0.75, 0.5, 0.25)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, G: 0xc0, B: 0x80, A: 0x40}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
dst.Clear()
s, err = ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(1, 0.75, 0.5, 0)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, G: 0xc0, B: 0x80, A: 0}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2933
func TestShaderIncDecStmt(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
a := 0
a++
b := -0.5
b++
c := ivec2(0)
c++
d := vec2(-0.25)
d++
return vec4(float(a), b, float(c.x), d.y)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, G: 0x80, B: 0xff, A: 0xc0}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
dst.Clear()
s, err = ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
a := 1
a--
b := 1.5
b--
c := ivec2(1)
c--
d := vec2(1.25)
d--
return vec4(float(a), b, float(c.x), d.y)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x00, G: 0x80, B: 0x00, A: 0x40}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2934
func TestShaderAssignConst(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
a := 0.0
a = 1
b, c := 0.0, 0.0
b, c = 1, 1
d := 0.0
d += 1
return vec4(a, b, c, d)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2930
func TestShaderMRT(t *testing.T) {
const w, h = 16, 16
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) (vec4, vec4, vec4, vec4, vec4, vec4, vec4, vec4) {
return vec4(1, 0, 0, 1),
vec4(0, 1, 0, 1),
vec4(0, 0, 1, 1),
vec4(1, 0, 1, 1),
vec4(1, 1, 0, 1),
vec4(0, 1, 1, 1),
vec4(1, 1, 1, 1),
vec4(1, 1, 1, 0)
}
`))
if err != nil {
t.Fatal(err)
}
bounds := image.Rect(0, 0, w, h)
opts := &ebiten.NewImageOptions{
Unmanaged: true,
}
vertices := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
},
{
DstX: w,
DstY: 0,
},
{
DstX: 0,
DstY: h,
},
{
DstX: w,
DstY: h,
},
}
indices := []uint16{0, 1, 2, 1, 2, 3}
t.Run("8 locations", func(t *testing.T) {
imgs := [8]*ebiten.Image{
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
}
wantColors := [8]color.RGBA{
{R: 0xff, G: 0, B: 0, A: 0xff},
{R: 0, G: 0xff, B: 0, A: 0xff},
{R: 0, G: 0, B: 0xff, A: 0xff},
{R: 0xff, G: 0, B: 0xff, A: 0xff},
{R: 0xff, G: 0xff, B: 0, A: 0xff},
{R: 0, G: 0xff, B: 0xff, A: 0xff},
{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
{R: 0xff, G: 0xff, B: 0xff, A: 0},
}
ebiten.DrawTrianglesShaderMRT(imgs, vertices, indices, s, nil)
for k, dst := range imgs {
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := wantColors[k]
if !sameColors(got, want, 1) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
})
t.Run("Empty locations", func(t *testing.T) {
imgs := [8]*ebiten.Image{
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
}
wantColors := [8]color.RGBA{
{},
{R: 0, G: 0xff, B: 0, A: 0xff},
{},
{R: 0xff, G: 0, B: 0xff, A: 0xff},
{},
{R: 0, G: 0xff, B: 0xff, A: 0xff},
{},
{R: 0xff, G: 0xff, B: 0xff, A: 0},
}
dsts := [8]*ebiten.Image{
nil, imgs[1], nil, imgs[3], nil, imgs[5], nil, imgs[7],
}
ebiten.DrawTrianglesShaderMRT(dsts, vertices, indices, s, nil)
for k, dst := range imgs {
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := wantColors[k]
if !sameColors(got, want, 1) {
t.Errorf("%d dst.At(%d, %d): got: %v, want: %v", k, i, j, got, want)
}
}
}
}
})
t.Run("1 location (first slot)", func(t *testing.T) {
imgs := [8]*ebiten.Image{
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
ebiten.NewImageWithOptions(bounds, opts),
}
wantColors := [8]color.RGBA{
{R: 0xff, G: 0, B: 0, A: 0xff},
{}, {}, {}, {}, {}, {}, {},
}
dsts := [8]*ebiten.Image{
imgs[0], nil, nil, nil, nil, nil, nil, nil,
}
ebiten.DrawTrianglesShaderMRT(dsts, vertices, indices, s, nil)
for k, dst := range imgs {
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := wantColors[k]
if !sameColors(got, want, 1) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
})
}